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/cvs/deliantra/server/socket/loop.C
Revision: 1.5
Committed: Sat Sep 9 21:48:29 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.4: +1 -162 lines
Log Message:
fix a few ugly pod-constructs on non-pod objects, and a few newly introduced bugs

File Contents

# User Rev Content
1 elmex 1.1
2     /*
3     * static char *rcsid_loop_c =
4 root 1.5 * "$Id: loop.C,v 1.4 2006-08-30 16:30:37 root Exp $";
5 elmex 1.1 */
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The author can be reached via e-mail to crossfire-devel@real-time.com
28     */
29    
30     /**
31     * \file
32     * Main client/server loops.
33     *
34     * \date 2003-12-02
35     *
36     * loop.c mainly deals with initialization and higher level socket
37     * maintenance (checking for lost connections and if data has arrived.)
38     * The reading of data is handled in ericserver.c
39     */
40    
41    
42     #include <global.h>
43     #ifndef __CEXTRACT__
44     #include <sproto.h>
45     #include <sockproto.h>
46     #endif
47    
48     #ifndef WIN32 /* ---win32 exclude unix headers */
49     #include <sys/types.h>
50     #include <sys/time.h>
51     #include <sys/socket.h>
52     #include <netinet/in.h>
53     #include <netdb.h>
54     #endif /* end win32 */
55    
56     #ifdef HAVE_UNISTD_H
57     #include <unistd.h>
58     #endif
59    
60     #ifdef HAVE_ARPA_INET_H
61     #include <arpa/inet.h>
62     #endif
63    
64     #include <loader.h>
65     #include <newserver.h>
66    
67     /*****************************************************************************
68     * Start of command dispatch area.
69     * The commands here are protocol commands.
70     ****************************************************************************/
71    
72     /* Either keep this near the start or end of the file so it is
73     * at least reasonablye easy to find.
74     * There are really 2 commands - those which are sent/received
75     * before player joins, and those happen after the player has joined.
76     * As such, we have function types that might be called, so
77     * we end up having 2 tables.
78     */
79    
80     typedef void (*func_uint8_int_ns) (char*, int, NewSocket *);
81    
82     struct NsCmdMapping {
83     const char *cmdname;
84     func_uint8_int_ns cmdproc;
85     };
86    
87     typedef void (*func_uint8_int_pl)(char*, int, player *);
88     struct PlCmdMapping {
89     const char *cmdname;
90     func_uint8_int_pl cmdproc;
91     uint8 flag;
92     };
93    
94     /**
95     * Dispatch table for the server.
96     *
97     * CmdMapping is the dispatch table for the server, used in HandleClient,
98     * which gets called when the client has input. All commands called here
99     * use the same parameter form (char* data, int len, int clientnum.
100     * We do implicit casts, because the data that is being passed is
101     * unsigned (pretty much needs to be for binary data), however, most
102     * of these treat it only as strings, so it makes things easier
103     * to cast it here instead of a bunch of times in the function itself.
104     * flag is 1 if the player must be in the playing state to issue the
105     * command, 0 if they can issue it at any time.
106     */
107     static struct PlCmdMapping plcommands[] = {
108     { "examine", ExamineCmd, 1},
109     { "apply", ApplyCmd, 1},
110     { "move", MoveCmd, 1},
111     { "reply", ReplyCmd, 0},
112     { "command", PlayerCmd, 1},
113     { "ncom", (func_uint8_int_pl)NewPlayerCmd, 1},
114     { "lookat", LookAt, 1},
115     { "lock", (func_uint8_int_pl)LockItem, 1},
116     { "mark", (func_uint8_int_pl)MarkItem, 1},
117     { "mapredraw", MapRedrawCmd, 0}, /* Added: phil */
118     { "mapinfo", MapInfoCmd, 2}, /* CF+ */
119     { "ext", ExtCmd, 2}, /* CF+ */
120     { NULL, NULL, 0} /* terminator */
121     };
122    
123     /** Face-related commands */
124     static struct NsCmdMapping nscommands[] = {
125     { "addme", AddMeCmd },
126     { "askface", SendFaceCmd}, /* Added: phil */
127     { "requestinfo", RequestInfo},
128     { "setfacemode", SetFaceMode},
129     { "setsound", SetSound},
130     { "setup", SetUp},
131     { "version", VersionCmd },
132     { "toggleextendedinfos", ToggleExtendedInfos}, /*Added: tchize*/
133     { "toggleextendedtext", ToggleExtendedText}, /*Added: tchize*/
134     { "asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies)*/
135     { NULL, NULL} /* terminator (I, II & III)*/
136     };
137    
138     /**
139     * RequestInfo is sort of a meta command. There is some specific
140     * request of information, but we call other functions to provide
141     * that information.
142     */
143     void RequestInfo(char *buf, int len, NewSocket *ns)
144     {
145     char *params=NULL, *cp;
146     /* No match */
147     char bigbuf[MAX_BUF];
148     int slen;
149    
150     /* Set up replyinfo before we modify any of the buffers - this is used
151     * if we don't find a match.
152     */
153     strcpy(bigbuf,"replyinfo ");
154     slen = strlen(bigbuf);
155     safe_strcat(bigbuf, buf, &slen, MAX_BUF);
156    
157     /* find the first space, make it null, and update the
158     * params pointer.
159     */
160     for (cp = buf; *cp != '\0'; cp++)
161 root 1.3 if (*cp==' ') {
162     *cp = '\0';
163     params = cp + 1;
164     break;
165     }
166 elmex 1.1 if (!strcmp(buf, "image_info")) send_image_info(ns, params);
167     else if (!strcmp(buf,"image_sums")) send_image_sums(ns, params);
168     else if (!strcmp(buf,"skill_info")) send_skill_info(ns, params);
169     else if (!strcmp(buf,"spell_paths")) send_spell_paths(ns, params);
170     else Write_String_To_Socket(ns, bigbuf, len);
171     }
172    
173     /**
174     * Handle client input.
175     *
176     * HandleClient is actually not named really well - we only get here once
177     * there is input, so we don't do exception or other stuff here.
178     * sock is the output socket information. pl is the player associated
179     * with this socket, null if no player (one of the init_sockets for just
180     * starting a connection)
181     */
182    
183     void HandleClient(NewSocket *ns, player *pl)
184     {
185     int len=0,i,cnt;
186     char *data;
187    
188     /* Loop through this - maybe we have several complete packets here. */
189     // limit to a few commands only, though, as to not monopolise the server
190     for (cnt = 16; cnt--; ) {
191 root 1.3 /* If it is a player, and they don't have any speed left, we
192     * return, and will read in the data when they do have time.
193     */
194     if (pl && pl->state==ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0) {
195     return;
196     }
197    
198     i=SockList_ReadPacket(ns->fd, &ns->inbuf, MAXSOCKBUF-1);
199 elmex 1.1
200 root 1.3 if (i<0) {
201 elmex 1.1 #ifdef ESRV_DEBUG
202 root 1.3 LOG(llevDebug,"HandleClient: Read error on connection player %s\n", (pl?pl->ob->name:"None"));
203 elmex 1.1 #endif
204 root 1.3 /* Caller will take care of cleaning this up */
205     ns->status =Ns_Dead;
206     return;
207     }
208     /* Still dont have a full packet */
209     if (i==0) return;
210 elmex 1.1
211     // //D//TODO//temporarily log long commands
212     // if (ns->inbuf.len >= 40 && pl && pl->ob)
213     // LOG (llevDebug, "HandleClient: long comamnd from <%s,%s> %d<%s>\n", pl->ob->name, ns->host, ns->inbuf.len, ns->inbuf.buf + 2);
214    
215 root 1.3 /* First, break out beginning word. There are at least
216     * a few commands that do not have any paremeters. If
217     * we get such a command, don't worry about trying
218     * to break it up.
219     */
220     data = (char *)strchr((char*)ns->inbuf.buf +2, ' ');
221     if (data) {
222     *data='\0';
223     data++;
224     len = ns->inbuf.len - (data - (char*)ns->inbuf.buf);
225     }
226     else len=0;
227    
228     ns->inbuf.buf[ns->inbuf.len]='\0'; /* Terminate buffer - useful for string data */
229     for (i=0; nscommands[i].cmdname !=NULL; i++) {
230     if (strcmp((char*)ns->inbuf.buf+2,nscommands[i].cmdname)==0) {
231     nscommands[i].cmdproc((char*)data,len,ns);
232     ns->inbuf.len=0;
233 elmex 1.1 return;//D// not doing this causes random memory corruption
234     goto next_packet;
235 root 1.3 }
236     }
237     /* Player must be in the playing state or the flag on the
238     * the command must be zero for the user to use the command -
239     * otherwise, a player cam save, be in the play_again state, and
240     * the map they were on gets swapped out, yet things that try to look
241     * at the map causes a crash. If the command is valid, but
242     * one they can't use, we still swallow it up.
243     */
244     if (pl) for (i=0; plcommands[i].cmdname !=NULL; i++) {
245     if (strcmp((char*)ns->inbuf.buf+2,plcommands[i].cmdname)==0) {
246     if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
247     plcommands[i].cmdproc((char*)data,len,pl);
248     ns->inbuf.len=0;
249 elmex 1.1 //D// not doing this causes random memory corruption
250     if (plcommands[i].flag & 2)
251     goto next_packet;
252     return;
253 root 1.3 }
254     }
255     /* If we get here, we didn't find a valid command. Logging
256     * this might be questionable, because a broken client/malicious
257     * user could certainly send a whole bunch of invalid commands.
258     */
259     LOG(llevDebug,"Bad command from client (%s)\n",ns->inbuf.buf+2);
260 elmex 1.1 next_packet:
261     ;
262     }
263     }
264    
265    
266     /*****************************************************************************
267     *
268     * Low level socket looping - select calls and watchdog udp packet
269     * sending.
270     *
271     ******************************************************************************/
272    
273     #ifdef WATCHDOG
274     /**
275     * Tell watchdog that we are still alive
276     *
277     * I put the function here since we should hopefully already be getting
278     * all the needed include files for socket support
279     */
280    
281     void watchdog(void)
282     {
283     static int fd=-1;
284     static struct sockaddr_in insock;
285    
286     if (fd==-1)
287     {
288     struct protoent *protoent;
289    
290     if ((protoent=getprotobyname("udp"))==NULL ||
291     (fd=socket(PF_INET, SOCK_DGRAM, protoent->p_proto))==-1)
292     {
293     return;
294     }
295     insock.sin_family=AF_INET;
296     insock.sin_port=htons((unsigned short)13325);
297     insock.sin_addr.s_addr=inet_addr("127.0.0.1");
298     }
299     sendto(fd,(void *)&fd,1,0,(struct sockaddr *)&insock,sizeof(insock));
300     }
301     #endif
302    
303     void flush_sockets(void)
304     {
305     player *pl;
306    
307     for (pl = first_player; pl != NULL; pl = pl->next)
308     if (pl->socket.status != Ns_Dead)
309     Socket_Flush (&pl->socket);
310     }
311    
312     /**
313     * This checks the sockets for input and exceptions, does the right thing.
314     *
315     * A bit of this code is grabbed out of socket.c
316     * There are 2 lists we need to look through - init_sockets is a list
317     *
318     */
319     void doeric_server(void)
320     {
321     int i, pollret;
322     fd_set tmp_read, tmp_exceptions, tmp_write;
323     struct sockaddr_in addr;
324     socklen_t addrlen=sizeof(struct sockaddr);
325     player *pl, *next;
326    
327     #ifdef CS_LOGSTATS
328     if ((time(NULL)-cst_lst.time_start)>=CS_LOGTIME)
329 root 1.3 write_cs_stats();
330 elmex 1.1 #endif
331    
332     FD_ZERO(&tmp_read);
333     FD_ZERO(&tmp_write);
334     FD_ZERO(&tmp_exceptions);
335    
336     for(i=0;i<socket_info.allocated_sockets;i++) {
337 root 1.3 if (init_sockets[i].status == Ns_Dead) {
338     free_newsocket(&init_sockets[i]);
339     init_sockets[i].status = Ns_Avail;
340     socket_info.nconns--;
341     } else if (init_sockets[i].status != Ns_Avail){
342     FD_SET((uint32)init_sockets[i].fd, &tmp_read);
343     FD_SET((uint32)init_sockets[i].fd, &tmp_write);
344     FD_SET((uint32)init_sockets[i].fd, &tmp_exceptions);
345     }
346 elmex 1.1 }
347    
348     /* Go through the players. Let the loop set the next pl value,
349     * since we may remove some
350     */
351     for (pl=first_player; pl!=NULL; ) {
352 root 1.3 if (pl->socket.status == Ns_Dead) {
353     player *npl=pl->next;
354 elmex 1.1
355 root 1.3 save_player(pl->ob, 0);
356     if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
357     terminate_all_pets(pl->ob);
358     remove_ob(pl->ob);
359     }
360     leave(pl,1);
361     final_free_player(pl);
362     pl=npl;
363     }
364     else {
365     FD_SET((uint32)pl->socket.fd, &tmp_read);
366     FD_SET((uint32)pl->socket.fd, &tmp_write);
367     FD_SET((uint32)pl->socket.fd, &tmp_exceptions);
368     pl=pl->next;
369     }
370 elmex 1.1 }
371    
372     /* Reset timeout each time, since some OS's will change the values on
373     * the return from select.
374     */
375     socket_info.timeout.tv_sec = 0;
376     socket_info.timeout.tv_usec = 0;
377    
378     pollret= select(socket_info.max_filedescriptor, &tmp_read, &tmp_write,
379 root 1.3 &tmp_exceptions, &socket_info.timeout);
380 elmex 1.1
381     if (pollret==-1) {
382 root 1.4 LOG(llevError, "select failed: %s\n", strerror(errno));
383 root 1.3 return;
384 elmex 1.1 }
385    
386     /* We need to do some of the processing below regardless */
387     /* if (!pollret) return;*/
388    
389     /* Following adds a new connection */
390     if (pollret && FD_ISSET(init_sockets[0].fd, &tmp_read)) {
391 root 1.3 int newsocknum=0;
392 elmex 1.1
393     #ifdef ESRV_DEBUG
394 root 1.3 LOG(llevDebug,"doeric_server: New Connection\n");
395 elmex 1.1 #endif
396 root 1.3 /* If this is the case, all sockets currently in used */
397     if (socket_info.allocated_sockets <= socket_info.nconns) {
398     init_sockets = (NewSocket *) realloc(init_sockets,sizeof(NewSocket)*(socket_info.nconns+1));
399     if (!init_sockets) fatal(OUT_OF_MEMORY);
400     newsocknum = socket_info.allocated_sockets;
401     socket_info.allocated_sockets++;
402     init_sockets[newsocknum].faces_sent_len = nrofpixmaps;
403     init_sockets[newsocknum].faces_sent = (uint8*) malloc(nrofpixmaps*sizeof(*init_sockets[newsocknum].faces_sent));
404     if (!init_sockets[newsocknum].faces_sent) fatal(OUT_OF_MEMORY);
405     init_sockets[newsocknum].status = Ns_Avail;
406     }
407     else {
408     int j;
409    
410     for (j=1; j<socket_info.allocated_sockets; j++)
411     if (init_sockets[j].status == Ns_Avail) {
412     newsocknum=j;
413     break;
414     }
415     }
416     init_sockets[newsocknum].fd=accept(init_sockets[0].fd, (struct sockaddr *)&addr, &addrlen);
417     if (init_sockets[newsocknum].fd==-1) {
418 root 1.4 LOG(llevError, "accept failed: %s\n", strerror(errno));
419 root 1.3 }
420     else {
421     char buf[MAX_BUF];
422     long ip;
423     NewSocket *ns;
424    
425     ns = &init_sockets[newsocknum];
426    
427     ip = ntohl(addr.sin_addr.s_addr);
428     sprintf(buf, "%ld.%ld.%ld.%ld", (ip>>24)&255, (ip>>16)&255, (ip>>8)&255, ip&255);
429    
430     if (checkbanned(NULL, buf)) {
431     LOG(llevInfo, "Banned host tried to connect: [%s]\n", buf);
432     close(init_sockets[newsocknum].fd);
433     init_sockets[newsocknum].fd = -1;
434     }
435     else {
436     InitConnection(ns, buf);
437     socket_info.nconns++;
438     }
439     }
440 elmex 1.1 }
441    
442     /* Check for any exceptions/input on the sockets */
443     if (pollret) for(i=1;i<socket_info.allocated_sockets;i++) {
444 root 1.3 if (init_sockets[i].status == Ns_Avail) continue;
445     if (FD_ISSET(init_sockets[i].fd,&tmp_exceptions)) {
446     free_newsocket(&init_sockets[i]);
447     init_sockets[i].status = Ns_Avail;
448     socket_info.nconns--;
449     continue;
450     }
451     if (FD_ISSET(init_sockets[i].fd, &tmp_read)) {
452     HandleClient(&init_sockets[i], NULL);
453     }
454     if (FD_ISSET(init_sockets[i].fd, &tmp_write)) {
455     init_sockets[i].can_write=1;
456     }
457 elmex 1.1 }
458    
459     /* This does roughly the same thing, but for the players now */
460     for (pl=first_player; pl!=NULL; pl=next) {
461    
462 root 1.3 next=pl->next;
463     if (pl->socket.status==Ns_Dead) continue;
464 elmex 1.1
465 root 1.3 if (FD_ISSET(pl->socket.fd,&tmp_write)) {
466     if (!pl->socket.can_write) {
467 elmex 1.1 #if 0
468 root 1.3 LOG(llevDebug,"Player %s socket now write enabled\n", pl->ob->name);
469 elmex 1.1 #endif
470 root 1.3 pl->socket.can_write=1;
471     write_socket_buffer(&pl->socket);
472     }
473     /* if we get an error on the write_socket buffer, no reason to
474     * continue on this socket.
475     */
476     if (pl->socket.status==Ns_Dead) continue;
477     }
478     else pl->socket.can_write=0;
479    
480     if (FD_ISSET(pl->socket.fd,&tmp_exceptions)) {
481     save_player(pl->ob, 0);
482     if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
483     terminate_all_pets(pl->ob);
484     remove_ob(pl->ob);
485     }
486     leave(pl,1);
487     final_free_player(pl);
488     }
489     else {
490     HandleClient(&pl->socket, pl);
491     /* If the player has left the game, then the socket status
492     * will be set to this be the leave function. We don't
493     * need to call leave again, as it has already been called
494     * once.
495     */
496     if (pl->socket.status==Ns_Dead) {
497     save_player(pl->ob, 0);
498     if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
499     terminate_all_pets(pl->ob);
500     remove_ob(pl->ob);
501     }
502     leave(pl,1);
503     final_free_player(pl);
504     } else {
505    
506     /* Update the players stats once per tick. More efficient than
507     * sending them whenever they change, and probably just as useful
508     */
509     esrv_update_stats(pl);
510     if (pl->last_weight != -1 && pl->last_weight != WEIGHT(pl->ob)) {
511     esrv_update_item(UPD_WEIGHT, pl->ob, pl->ob);
512     if(pl->last_weight != WEIGHT(pl->ob))
513     LOG(llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n", (unsigned long)pl->last_weight, WEIGHT(pl->ob));
514     }
515     /* draw_client_map does sanity checking that map is
516     * valid, so don't do it here.
517     */
518     draw_client_map(pl->ob);
519     if (pl->socket.update_look) esrv_draw_look(pl->ob);
520     }
521     }
522 elmex 1.1 }
523     }